misskey/packages/frontend/src/utility/image-effector/fxs/chromaticAberration.ts

92 lines
2.6 KiB
TypeScript

/*
* SPDX-FileCopyrightText: syuilo and misskey-project
* SPDX-License-Identifier: AGPL-3.0-only
*/
import { defineImageEffectorFx } from '../ImageEffector.js';
const shader = `#version 300 es
precision highp float;
in vec2 in_uv;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
out vec4 out_color;
uniform float u_amount;
uniform float u_start;
uniform bool u_normalize;
void main() {
int samples = 64;
float r_strength = 1.0;
float g_strength = 1.5;
float b_strength = 2.0;
vec2 size = vec2(u_resolution.x, u_resolution.y);
vec4 accumulator = vec4(0.0);
float normalisedValue = length((in_uv - 0.5) * 2.0);
float strength = clamp((normalisedValue - u_start) * (1.0 / (1.0 - u_start)), 0.0, 1.0);
//vec2 vector = normalize((in_uv - (size / 2.0)) / size);
//vec2 vector = in_uv;
vec2 vector = (u_normalize ? normalize(in_uv - vec2(0.5)) : in_uv - vec2(0.5));
vec2 velocity = vector * strength * u_amount;
//vec2 rOffset = -vector * strength * (u_amount * 1.0);
//vec2 gOffset = -vector * strength * (u_amount * 1.5);
//vec2 bOffset = -vector * strength * (u_amount * 2.0);
//vec2 rOffset = -vector * strength * (u_amount * 0.5);
//vec2 gOffset = -vector * strength * (u_amount * 1.0);
//vec2 bOffset = -vector * strength * (u_amount * 2.0);
vec2 rOffset = -vector * strength * (u_amount * r_strength);
vec2 gOffset = -vector * strength * (u_amount * g_strength);
vec2 bOffset = -vector * strength * (u_amount * b_strength);
for (int i=0; i < samples; i++) {
accumulator.r += texture(u_texture, in_uv + rOffset).r;
rOffset -= velocity / float(samples);
accumulator.g += texture(u_texture, in_uv + gOffset).g;
gOffset -= velocity / float(samples);
accumulator.b += texture(u_texture, in_uv + bOffset).b;
bOffset -= velocity / float(samples);
}
out_color = vec4(vec3(accumulator / float(samples)), 1.0);
}
`;
export const FX_chromaticAberration = defineImageEffectorFx({
id: 'chromaticAberration' as const,
shader,
params: {
normalize: {
type: 'boolean' as const,
default: false,
},
amount: {
type: 'number' as const,
default: 0.1,
min: 0.0,
max: 1.0,
step: 0.01,
},
},
main: ({ gl, program, params, preTexture }) => {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, preTexture);
const u_texture = gl.getUniformLocation(program, 'u_texture');
gl.uniform1i(u_texture, 0);
const u_amount = gl.getUniformLocation(program, 'u_amount');
gl.uniform1f(u_amount, params.amount);
const u_normalize = gl.getUniformLocation(program, 'u_normalize');
gl.uniform1i(u_normalize, params.normalize ? 1 : 0);
},
});